Shadowrun

Shadowrun Play => Character creation and critique => Topic started by: Maded on <05-10-11/2327:21>

Title: Way of the Athlete Surfer
Post by: Maded on <05-10-11/2327:21>
I'm working on building an adept for an upcoming game. The bare-bones concept is a surfer from the Philippines who follows the Way of the Athlete.

Already got most of the character done, just mulling over the powers that would be useful.

I know I am going to grab Agility Boost and the Gymnastics dice adder for certain.

Oh, and my initial run-through of power possibilities with the GM didn't include Killing Hands, and the response was something-something-spirits with a loud coughing, so I guess I will have to take that hint, and power  :o

I thought I might try to get some feedback on what else might be an appropriate power for such an adept. Any takers?
Title: Re: Way of the Athlete Surfer
Post by: Triggvi on <05-10-11/2343:14>
you could always take your surfboard as a weapon focus or even elemental strike(water)"Surfs up!"
Title: Re: Way of the Athlete Surfer
Post by: Charybdis on <05-10-11/2348:46>
Swimming should be a big component, possibly Diving also.

I always recommend sustenance, and I think for a surfer to go all day without having to come in and eat/drink would be pretty cool.
'Whoa, Omae's a machine, dude. Just hangin' ten all day, don't stop for eating or sleeping or nuthin'! Totally tuned with the motion of the ocean, man. Righteous...'
Title: Re: Way of the Athlete Surfer
Post by: Maded on <05-10-11/2357:42>
you could always take your surfboard as a weapon focus or even elemental strike(water)"Surfs up!"

I don't know about the surfboard = weapon thing, but elemental strike (water)? Never thought of that for some odd reason, but now I am totally gonna take that. Thanks :)
Title: Re: Way of the Athlete Surfer
Post by: Maded on <05-11-11/0000:12>
Swimming should be a big component, possibly Diving also.

I always recommend sustenance, and I think for a surfer to go all day without having to come in and eat/drink would be pretty cool.
'Whoa, Omae's a machine, dude. Just hangin' ten all day, don't stop for eating or sleeping or nuthin'! Totally tuned with the motion of the ocean, man. Righteous...'

Kinda like that idea, too :) Looking it up, here... oh wow, restroom trips once a day too. Interesting. Good buy for .25...
Title: Re: Way of the Athlete Surfer
Post by: Maded on <05-11-11/0014:28>
So with the GM's constraints on starting out as low-level starter runners, I've begun the build with a Magic Rating of 4 which is the highest he said he wants either Magic or Resonance to be. So I have the below powers picked up.

Agility Boost I = 0.25
Improved Gymnastics I = 0.25
Sustenance = 0.25
Killing Hands = 0.5
Elemental Strike (Water) = 0.5
Improved Reflexes I = 1.5

That leaves 0.75 left, and I am still pondering. Any other suggestions?

The subject of vision enhancement is on my mind right now, and which type would be the best for someone who spends any amount of time in or under water. Low light, or ultrasound?
Title: Re: Way of the Athlete Surfer
Post by: Charybdis on <05-11-11/0018:06>
Thermo, Low-light, Flare Compensation, Hearing Amplification, Sound Dampening.

These are the standard sense enhancements I take for most adept PC's (and Flare Comp is an especially good thing for someone out in the sun all day.)

Hearing Amplification/Sound dampening means you'll be able to hear people yelling at you from the beach, but won't get deafened when a big tube rolls and crashes you under for a while.

Thermo will tell you straight away when something is coming at you in the dark
Low-light is great for that early dawn, late dusk waveriding...

Due to the prevalence of toxic sludge in the world's oceans, I'd also be looking at Iron Gut or other Pathogen/Toxin resistance boosters.
Title: Re: Way of the Athlete Surfer
Post by: Maded on <05-11-11/0036:20>
Thermo, Low-light, Flare Compensation, Hearing Amplification, Sound Dampening.

These are the standard sense enhancements I take for most adept PC's (and Flare Comp is an especially good thing for someone out in the sun all day.)
Hearing Amplification/Sound dampening means you'll be able to hear people yelling at you from the beach, but won't get deafened when a big tube rolls and crashes you under for a while.

Due to the prevalence of toxic sludge in the world's oceans, I'd also be looking at Iron Gut or other Pathogen/Toxin resistance boosters.

Damn, too many there lol. Hrm. Definitely flare comp, you brought up a really good point there.

So with a Magic Rating of 4 and point breakdowns:
Agility Boost I = 0.25
Improved Gymnastics I = 0.25
Sustenance = 0.25
Killing Hands = 0.5
Elemental Strike (Water) = 0.5
Improved Reflexes I = 1.5
Improved Sense: Flare compensation = 0.25
Improved Sense: Low-light vision = 0.25 (makes more sense than thermo in water to me)

Leaving 0.25 to play with...

I'm not really sold on the idea of the oceans being completely toxic in my own view of the world of 207X, but the toxin resistance via Natural Immunity could be a pretty good idea anyway. I'll save the hearing amps for later, definitely a great idea there though. And I am sadly sacrificing Mystic Armor for the Killing Hands/Elemental Strike combo, but later also.

Iron Lungs, maybe?

Rapid Healing and Temperature Tolerance also sound pretty good.

Damn GMs.

WTB MR 6...
Title: Re: Way of the Athlete Surfer
Post by: Charybdis on <05-11-11/0209:56>
I promise, even with magic rating of 6 (or 7 for the Adept in our group) there are far too many cool powers to ever be truly satisfied :)

You'll always be wanting more, so the trick is to find a combination you're happy with, and a path to extra powers that will make you even happier :)
Title: Re: Way of the Athlete Surfer
Post by: Xzylvador on <05-11-11/0512:32>
Why not get most of those vision and sound enhancements through contacts + (swimming)goggles and earplugs? Saves those valuable points.
Title: Re: Way of the Athlete Surfer
Post by: Medicineman on <05-11-11/0558:21>
Why not get most of those vision and sound enhancements through contacts + (swimming)goggles and earplugs? Saves those valuable points.
You've never been Surfing or did Watersports with Contacts right ?
Its nearly impossible, You're bound to loose them
what about Combat Sense ?

with a Dance in the Water
Medicineman
Title: Re: Way of the Athlete Surfer
Post by: Charybdis on <05-11-11/0616:39>
Why not get most of those vision and sound enhancements through contacts + (swimming)goggles and earplugs? Saves those valuable points.
You've never been Surfing or did Watersports with Contacts right ?
Its nearly impossible, You're bound to loose them
I hear you.

Actually, if there's any chance of bioware being throwin into the mix, I highly recommend Nictating Membranes being applied.
- Low-light vision and a protective sheath for your eyes, all in once nice 0.1 essence package. (Very crocodilian  8) )
Title: Re: Way of the Athlete Surfer
Post by: Maded on <05-11-11/0736:04>
Why not get most of those vision and sound enhancements through contacts + (swimming)goggles and earplugs? Saves those valuable points.
You've never been Surfing or did Watersports with Contacts right ?
Its nearly impossible, You're bound to loose them
what about Combat Sense ?

with a Dance in the Water
Medicineman

Yeah, contacts in ocean water are a very bad idea, they're gonna get lost. Even under swimming goggles, because those can pop loose when, say, you go to shoot through a big tube and misjudge being able to ride completely through it and you get covered by it ;)

I think Combat Sense is a later power... more Warrior and less Athlete. (But here I am taking Killing Hands/Elemental Strike, though lol. GMs and their dropping hints.)

So here's what I think I will settle on:

Agility Boost I = 0.25
Improved Gymnastics I = 0.25
Sustenance = 0.25
Killing Hands = 0.5
Elemental Strike (Water) = 0.5
Improved Reflexes I = 1.5
Improved Sense: Flare compensation = 0.25
Improved Sense: Low-light vision = 0.25
Natural Immunity I = 0.25

Thanks for all the input guys :)

Now on to Attributes and Qualities. I think I am gonna go with:

B: 4 A: 5 R: 4 S: 3 C: 4 I: 4 L: 2 W: 2 Edg: 4 M: 4

+ = Natural Athlete, Water Sprite, Martial Arts I, Adept
- = Thrill Seeker, Prejudiced (Japanese, Outspoken), Lost Loved One, Day Job (1000, 10 hrs.)

Concept fleshed out a little further, using the Qualities: Filipino, whose folks were part of the JIS resistance. Father killed, mother disappeared. Moved to Seattle recently to find her on the rumor she'd been taken there to be used as a sex slave in a Yak bunraku parlor. Day job = pizza delivery, for a friend who helped the adept get to the UCAS (Inspiration Snow Crash, heh). Part of the equipment list is gonna have a used GMC Bulldog, but that's a little later ;)

That's 250 BP right there, on to skills in a few. Thoughts so far?
Title: Re: Way of the Athlete Surfer
Post by: Stahlseele on <05-11-11/0828:19>
Forget about Contact Lenses UNDER Swimming Goggles . . Just kit out the Swimming Goggles THEMSELVES!
They have this nice plastic strap that keeps them around your head. And you can Clip hearing aids onto that.
Title: Re: Way of the Athlete Surfer
Post by: Maded on <05-11-11/0946:00>
Okay so the GM has stated he wants novice-level, starter runners. With that in mind, working over the active skills I am coming up with this so far:

Athletics Group: 3
Stealth  Group: 2
Influence Group: 1
Clubs (Arnis de Mano, or Batons? +2): 2
Diving: 2
Dodge (Ranged Combat +2): 2
First Aid (Sports Injuries +2): 1
Perception: 2
Throwing Weapons (Knives +2): 2
Unarmed Combat (Arnis de Mano +2): 2

Along with the MA maneuvers Two-Weapon Style and Off-Hand Training for use with the rattan sticks which will be the arnisador's weapon of choice.

On the Clubs skill specialization, what's the benefit of using Arnis instead of Batons? I'm not clear on how it would make a difference. Would you have to use the Arnis spec to gain the benefits of the MA maneuvers with rattan sticks?

Any more thoughts or input on skills?

So with these selections, the total spent is up to 376 BP, leaving 24 BP for contacts and gear...
Title: Re: Way of the Athlete Surfer
Post by: Maded on <05-11-11/1102:56>
Gathering it all up so far:

Attributes: B 4 A 5 R 4 S 3 C 4 I 4 L 2 W 2 Edge 4 Magic 4

Qualities: + = Natural Athlete, Water Sprite, Martial Arts I, Adept; - = Thrill Seeker, Prejudiced (Japanese, Outspoken), Lost Loved One, Day Job (1000, 10 hrs.)

Powers: Agility Boost I (0.25), Improved Gymnastics I (0.25), Sustenance (0.25), Killing Hands (0.5), Elemental Strike (Water) (0.5), Improved Reflexes I (1.5), Improved Sense: Flare compensation (0.25), Improved Sense: Low-light vision (0.25), Iron Lungsß (0.25)

Active Skills: Athletics Group 3, Stealth  Group 2, Influence Group 1, Clubs (Arnis de Mano +2) 2, Diving 2, Dodge (Ranged Combat +2) 2, First Aid (Sports Injuries +2) 1, Perception 2, Throwing Weapons (Knives +2) 2, Unarmed Combat (Arnis de Mano +2) 2

Knowledge Skills: Tagalog N, English 4, Japanese 1, Drawing 2, Seattle Area (Surf Spots +2) 1, Sports (Surfing +2) 3, +3 more points worth as yet undetermined. Still pondering this, any suggestions on surfer-type knowledges? I've got the Excel chargen program from DamienKnight, a good one :) But most of the suggestions for knowledge skills in there aren't all that catchy for a surfer concept.

Resources: 8 BP/40K WIP

Contacts: 16 BP WIP (Contacts a surfer would have? Need at least one that would break the character into shadowrunning. Maybe a Johnson met through corporate talent scouting at some competition?)
Title: Re: Way of the Athlete Surfer
Post by: Makki on <05-11-11/1127:41>
Iron Lungs looks like first choice for a water sports man. And there is Power Swimming in Digital Grimoire, which is probably never ever worth it...
Title: Re: Way of the Athlete Surfer
Post by: Maded on <05-11-11/1133:23>
Iron Lungs looks like first choice for a water sports man. And there is Power Swimming in Digital Grimoire, which is probably never ever worth it...

Yeah, I see your point with Iron Lungs, probably a better starting choice than Immunity. Power Swimming looks good but expensive to start with, especially with the grin I got from "Okay, so what about those spirits? I took Killing Hands and Elemental Strike..."
Title: Re: Way of the Athlete Surfer
Post by: Charybdis on <05-11-11/2016:30>
Iron Lungs looks like first choice for a water sports man. And there is Power Swimming in Digital Grimoire, which is probably never ever worth it...

Yeah, I see your point with Iron Lungs, probably a better starting choice than Immunity. Power Swimming looks good but expensive to start with, especially with the grin I got from "Okay, so what about those spirits? I took Killing Hands and Elemental Strike..."
For the record, Elemental strike means very little against spirits. Killing Hands already negates any armour they get from your attack, so having Elemental Strike giving you half-armour (half of nothing = nothing) doesn't really assist.

Now, against flesh-and blood guys in nice heavy security armour, Elemental Strike is gold, so it's still worth having :)

Cheers!
Title: Re: Way of the Athlete Surfer
Post by: Critias on <05-11-11/2024:06>
I'd look into a couple collapsible batons instead of rattan sticks to be your actual weapon of choice.  We use 'em for practice because rattan's light, and it has a tendency to pulp instead of splinter terribly over repeated hard contacts...it's for practicing and learning, not trying to club a security guard into submission.
Title: Re: Way of the Athlete Surfer
Post by: Maded on <05-11-11/2036:10>
I'd look into a couple collapsible batons instead of rattan sticks to be your actual weapon of choice.  We use 'em for practice because rattan's light, and it has a tendency to pulp instead of splinter terribly over repeated hard contacts...it's for practicing and learning, not trying to club a security guard into submission.

Thanks for the input on that! The only real familiarity I have with arnis is through Google-fu  :D

What about some high-density polymer clubs that look pretty much look just like traditional rattan sticks as primaries, and collapsibles as secondaries/stealth carry-ins? Man, the traditional sticks just look cool;)

Not sure about whether really heavy armor's gonna be a big issue yet. Low- level starting n00b runners doing street jobs, according to the GM. Guess the group will be needing to build some rep hardcore...

Title: Re: Way of the Athlete Surfer
Post by: Maded on <05-11-11/2046:53>
Hrm, a little off-topic, but related to the character build...

Spinrad seems like a high-tech company on the cutting edge from what little I've read so far. The only stuff I am seeing is their clothes in Attitude so far, though. Good stuff to buy for club gear and such, most definitely.

What other kind of products to they pump out? I'm wondering if they do sporting gear as well, thought I read somewhere that the guy behind it was some kind of sports guy too but I can't find it now. Pro surfing depends heavily on endorsements, just like most other sports, and I am thinking that's going to be a pretty big part of the background. I need some logos ;)

Title: Re: Way of the Athlete Surfer
Post by: Charybdis on <05-11-11/2049:10>
I'd also ditch the Dodge skill (and Ranged Specialisation)

For Melee combat, you already have your defensive skill rated (from your unarmed skill)
For ranged Combat, you already have the Gymnastics skill (under the Athletics group), so take the Tumbling specialisation and you're done (Note: Gymnastics can substitute for Dodge skill)

Also, if you're starting with killing hands, I disagree that the Clubs skill is also required (especially as with killing hands you can already choose to do Stun or Physical damage). As a beginning PC, I'd recommend choosing one Melee combat skill, or the other. You can always learn more skills later, especially at low levels like 2.
(I'd really recommend you bring your Unarmed skill to 4)

From that, you should save a few BP from your unused Dodge skill to slot elsewhere (I'd recommend upping Strength or Reaction).

The PC as-is looks like an all-round competent guy, but doesn't really excel in anything. If you're going for the Jack-of-all-trades, then all good. I normally prefer to have a beginning PC be pretty good at something (especially in a low-power starting campaign), just so they have a clearly defined role in any new Shadowrunning crew.
Title: Re: Way of the Athlete Surfer
Post by: Rockopolis on <05-11-11/2102:27>
Just a little thing, don't forget to personalize and gecko grip your melee weapons; cheap, and every little bit helps...the smartlinked underbarrel shotgun clubs can come later. :P
An flashlight attachment might come in handy, though.

Do Weapon Foci work against spirits?
You could keep clubs at 1 with the specialization; it does kinda fit with the Arnisador theme.

Not sure it fits your character, and it's kinda pricy, but if you do go with unarmed, Nerve Strike sounds like fun.

What bonus did you pick from your Martial Art?
Title: Re: Way of the Athlete Surfer
Post by: Maded on <05-11-11/2159:45>
(Note: Gymnastics can substitute for Dodge skill)

Forgot all about that one, thanks :) So I'll ditch the Dodge then for sure.

As far as skill levels go, I am wholly basing my selections on previous conversations with the GM about how wants to set up the game. He specifically stated beginner or novice level characters (which equivocates to Rating 1 or 2 skills), and that he doesn't want a bunch of hardened professional shadowrunners starting out. When I pitched the Pro Surfer concept, he specifically stated "So you want Rating 3 Athletics Group then?" I'm guessing that a Rating 4 anything is probably not gonna go over.

Mind you, I'm cool with the limitations he's placing. He wants to start us off lean and hungry, on the streets and hanging with the lowlives, not as former Wildcats and all that. And wouldn't you know, that was my first concept?  :'(

And he's already assured me we won't be going up against anyone above our starting level until we break that point ourselves. Wait... what game is this again?

Lol. No, really, I'm cool with it. This will be the first SR4 game that I've played since it came out. And I've been wanting to since about then.
Title: Re: Way of the Athlete Surfer
Post by: Maded on <05-11-11/2206:44>
What bonus did you pick from your Martial Art?

I think I want the Damaging Disarm one. Along with Disarm and Two-Weapon Style maneuvers. Get rid of those pesky little streetline specials...
Title: Re: Way of the Athlete Surfer
Post by: Charybdis on <05-11-11/2242:52>
Do Weapon Foci work against spirits?
You could keep clubs at 1 with the specialization; it does kinda fit with the Arnisador theme.

Not sure it fits your character, and it's kinda pricy, but if you do go with unarmed, Nerve Strike sounds like fun.
Weapon foci also negate spirit armour, which is nice :)

However they're incredibly pricey, and unless you have masking/extended masking metamagics, weapon foci tend to attract attention from jealous thieves.

For a starting PC in a low-power campaign, I'd ignore this option and focus on nice, cheap (but still incredibly effective) unarmed powers, and then develop weapon skill (and foci) to suit the developing PC at a later stage (if ever...)

If you never pick up a weapon, Critical strike and armour penetration adept powers can stack to make an unarmed blow more powerful than most weapons anyway.... especially with Elemental Strike and/or Smashing Blow.